Thank you for playing. It was my first try at the incremental genre and I agree that the balancing is off. The starting is too slow and it ramps up way to quickly. Already updated the build for minor bug fixes, though it's probably gonna take a while to get the balancing just right.
martinwltzko
Creator of
Recent community posts
Super chill game. Somewhat slow in the beginning, especially for a survivor like where eupgrades happen every few seconds. That being said, I kinda like it that way. The art style, pacing, and lo-fi styled music give a unique take. You incorporated the theme also quite well. I enjoyed it thoroughly. Well done!
Creative take for this game. I think this game could benefit if every click you make had some kind of feedback (even a generic sound as others suggested). I also felt like the office part was a bit short. As soon as I started to remember where each item was, the game ended. Other than that, well done!
I liked the mood you created. While the audio was stuttering a bit, it still felt fitting. It felt like it was supposed to be there. The controls felt slightly off, as my brain is used to press space for jumping, though one gets used to it after a while. It was still fun to play and I thoroughly enjoyed it. P.S. is it actually possible to overcome the last jump without help?
I'm potentially spoiled, though I felt like an objective was missing. I just ran around and didn't notice that you could run into the art until I watched the video. Could be interesting to lean more towards this destruction aspect. Perhaps a gallery split into multiple rooms where you "critique" all but one through destruction? Just an idea though. Overall an interesting entry!
Just finished it. I really liked the colour palette you used here and the game is honestly quite polished for only three days. Being honest, it felt kinda slow and after a while I just started to watch a video while holding D until I pushed this creature far enough. I think you could keep retention by making upgrades more active (e.g. through a shop at the beginning). You could also go all into this absurd scenario where game's entire lore resolves around no one being able to push this thing off the cliff. No one until the hero - the candle.Thats just a suggestion though, I enjoyed it!
Wow! Thank you for your thorough feedback. I‘ll make sure to include it into the updated version. Especially for the time freezing I’m totally on your side. Didn’t think of it originally but I agree that it would be a nice to have. The web version need some work too. May I ask which version you chose? You mentioned UI transitions, though the fullscreen effect didn’t seem to work on web (at least when I tested it).
Nice idea and well executed. The game felt easy at times, as there was no punishment on how many objects can be spawned. I Like it this way, though you could think of introducing a par score similar how golf is structured, where some levels are par-2, meaning you really only need 2 objects to clear it. I think this could introduce a nice objective for players who are up for a challenge. Well done!
I like the atmosphere you created here, though I felt like the, what appears to be, linear narration clashed with the maze-like structure of the game world. I feel like there could be something to give some sense of direction, as I found myself walking in circles for most of the time, which is not obvious due to the barren look of the environment (that sets the right tone though). Though it could also be that this is clearly wanted as the player is the last seed, where in this case you did an awesome job relising you vision. I enjoyed it!
I see were you were going with this game. As you said, you didn't flesh out the game though you could drastically imrove it if you would allow only collisions from roughly above. The main drawback currently is that you are hindered from progressing because the air above you is occupied most of the time. I feel like you could end up with a pretty good project if you try to do this. Keep it up!
Liked the art style, though I have to admit that I had not idea if my attacks were workign and how much HP I had left. The attack seemed to have a cooldown (if that red flashing was in fact a successful arttack), though the attack sound played everytime I attacked. My main suggestion would be to make this a lot more pronounced. Otherwise, well done!
Loved the opening scene. The controls were something I had to get accustumed to. It felt like there wasd a disconnect between gound and air movement, where movement in the air felt extremely floaty and movement on ground responsive and quick. You could try to connect both worlds as it would make the game som much more fun to play. I enjoyed it nevertheless!
Great pixel art and cool idea. I couldn't continue your game after I became the grasshopper, as the controls felt not responsive and button presses were often times ignored. If you decide to update this gamne post ja,, I'm willing to try it again to see what all the fuss in the commetns is about. It feels like it could be a good game.





